Files
third_party_mesa3d/src/gallium/drivers/v3d/v3d_context.c
Eric Anholt e8dc3c0c36 u_blitter: Add an option to draw the triangles using an index buffer.
For V3D, the HW will interpolate slightly differently along the shared
edge of the trifan.  The conformance tests manage to catch this in the
nearest_consistency_* group.  To get interpolation to match, we need the
last vertex of the triangle to be shared.

I first tried implementing draw_rectangle to do triangles instead, but
that was quite a bit (147 lines) of code duplication from u_blitter, and
this seems much simpler and less likely to break as u_blitter changes.

Fixes dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_* on V3D.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-07-12 11:49:22 -07:00

185 lines
5.6 KiB
C

/*
* Copyright © 2014-2017 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include <xf86drm.h>
#include <err.h>
#include "pipe/p_defines.h"
#include "util/hash_table.h"
#include "util/ralloc.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_blitter.h"
#include "util/u_upload_mgr.h"
#include "indices/u_primconvert.h"
#include "pipe/p_screen.h"
#include "v3d_screen.h"
#include "v3d_context.h"
#include "v3d_resource.h"
void
v3d_flush(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
struct hash_entry *entry;
hash_table_foreach(v3d->jobs, entry) {
struct v3d_job *job = entry->data;
v3d_job_submit(v3d, job);
}
}
static void
v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
unsigned flags)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d_flush(pctx);
if (fence) {
struct pipe_screen *screen = pctx->screen;
struct v3d_fence *f = v3d_fence_create(v3d);
screen->fence_reference(screen, fence, NULL);
*fence = (struct pipe_fence_handle *)f;
}
}
static void
v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_resource *rsc = v3d_resource(prsc);
rsc->initialized_buffers = 0;
struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
prsc);
if (!entry)
return;
struct v3d_job *job = entry->data;
if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
}
static void
v3d_context_destroy(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d_flush(pctx);
if (v3d->blitter)
util_blitter_destroy(v3d->blitter);
if (v3d->primconvert)
util_primconvert_destroy(v3d->primconvert);
if (v3d->uploader)
u_upload_destroy(v3d->uploader);
slab_destroy_child(&v3d->transfer_pool);
pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);
pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL);
v3d_program_fini(pctx);
ralloc_free(v3d);
}
struct pipe_context *
v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_context *v3d;
/* Prevent dumping of the shaders built during context setup. */
uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB;
V3D_DEBUG &= ~V3D_DEBUG_SHADERDB;
v3d = rzalloc(NULL, struct v3d_context);
if (!v3d)
return NULL;
struct pipe_context *pctx = &v3d->base;
v3d->screen = screen;
int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
&v3d->out_sync);
if (ret) {
ralloc_free(v3d);
return NULL;
}
pctx->screen = pscreen;
pctx->priv = priv;
pctx->destroy = v3d_context_destroy;
pctx->flush = v3d_pipe_flush;
pctx->invalidate_resource = v3d_invalidate_resource;
if (screen->devinfo.ver >= 41) {
v3d41_draw_init(pctx);
v3d41_state_init(pctx);
} else {
v3d33_draw_init(pctx);
v3d33_state_init(pctx);
}
v3d_program_init(pctx);
v3d_query_init(pctx);
v3d_resource_context_init(pctx);
v3d_job_init(v3d);
v3d->fd = screen->fd;
slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
v3d->uploader = u_upload_create_default(&v3d->base);
v3d->base.stream_uploader = v3d->uploader;
v3d->base.const_uploader = v3d->uploader;
v3d->blitter = util_blitter_create(pctx);
if (!v3d->blitter)
goto fail;
v3d->blitter->use_index_buffer = true;
v3d->primconvert = util_primconvert_create(pctx,
(1 << PIPE_PRIM_QUADS) - 1);
if (!v3d->primconvert)
goto fail;
V3D_DEBUG |= saved_shaderdb_flag;
v3d->sample_mask = (1 << VC5_MAX_SAMPLES) - 1;
v3d->active_queries = true;
return &v3d->base;
fail:
pctx->destroy(pctx);
return NULL;
}